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Post by Shifty on Nov 16, 2013 20:09:19 GMT 9.5
(click for larger image) So, here we have Red Kestrel Imports, the big job. In the bottom left hand corner is the target, our own shipment of glass. Things we know: - The warehouse is owned by the Aspis Consortium, one of the most powerful organisations in Golarion. - The front door is locked with an excellent quality lock, for which there exists only one key, worn around the neck of an Aspis Agent named Anton Ghanafini. - The back and side doors are barred from the inside at night. - A dog guards the central warehouse at night, he seems nice. - The front door is guarded by several well armed men at all times, including a particularly tough looking swordsman, and two armed men inside during the day. The pier entrance is generally left unattended at night. - The warehouses on either side are owned by other guilds or organisations, and seem generally unguarded. The warehouse on the left shares a wall with Red Kestrel Imports, but is a good 25 feet lower, while the warehouse on the right seems a similar height. - Most guards are armed with halberds, crossbows, lanterns, and signal whistles. - There is a row of narrow skylights in the ceiling. Is there anything I'm forgetting?
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Post by Shifty on Nov 16, 2013 20:38:56 GMT 9.5
Potential assets/Sczarni connections:
- The Creepers. Hideout: The Gull Pylon in Underbridge. Boss: Haugen. Specialty: The Gutter Nappers. Child labour, sneaky little children who can fit in tight places. Our thoughts? Kill them all. Liberate the children with their own murder. It's for their own good. Bargain with other gangs for their extinction as competition.
- Doolun's Lads Hideout: The Rat Pylon in Underbridge. Boss: Doolun Corveshku. Specialty: Leprosy? Incompetence? Our thoughts? If there's anything left of the gang, blame them for the deed? We have already suggested to Anton that they are the threat that is planning to steal the glass.
- The Tower Girls Hideout: The Courtesan and Unicorn in Lowcleft, where they perfom acrobatics as a day job. Boss: Unknown. Specialty: Athleticism, trapeze. Our thoughts? Could be useful to help us access the roof.
- The Washside Wringers Hideout: Washers' Row in Beacons Point. Boss: Mother Flytongue. Specialty: Smuggling, access to boats. Our thoughts? Could be useful as access to the pier.
- The Wreckwash Blades Hideout: Carent's Camp in The Dockway. Boss: Donal Carent. Specialty: Information gathering, spies. Our thoughts? I don't think we had any in particular.
- The Gallowed Hideout: The Fish Tank in Lowcleft. Boss: Jaster Frallino. Specialty: Violence, thuggery. Our thoughts? Yes, they're powerful, but can they be trusted? Will they ask for too high a percentage of the take?
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morkus
Goblin Refugee
Posts: 36
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Post by morkus on Nov 18, 2013 22:32:36 GMT 9.5
Is there a way we can kill the Creepers and save the bulk of the children, or is the bulk of the gang children? I wasn't really clear on that. Is there some Stockholm syndrome shit going on? Morkus is definitely anti-slavery but also anti-getting killed.
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Post by Shifty on Nov 18, 2013 22:43:31 GMT 9.5
Is there a way we can kill the Creepers and save the bulk of the children, or is the bulk of the gang children? I wasn't really clear on that. Is there some Stockholm syndrome shit going on? Morkus is definitely anti-slavery but also anti-getting killed. It would probably be pretty tough to kill the Creepers without killing a few kiddies. The bulk of the gang are actually orphans kidnapped at a very young age by the "Gutter Nappers". But these children appear to remain fiercely loyal to their captors for the duration of their short and filthy lives. Nobody outside the gang seems to know exactly why. So, yeah, you might say there is some Stockholm Syndrome shit going on.
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morkus
Goblin Refugee
Posts: 36
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Post by morkus on Nov 18, 2013 23:43:20 GMT 9.5
I mean don't get me wrong, if I have to cleave and hit a couple of kids on the way I don't mind, but if we've got an army of brainwashed kiddies I'm out. I guess at the moment the priority is to get the glass as smoothly as possible. That probably means the Tower Girls and The Washside Wringers as a bare minimum. I'm pretty sure some kind of explosion as a distraction is a good idea too. What kind of drop is it from the roof to the mezzanine level of the warehouse? If Morkus can get on the roof he can probably smash a hole in. If we timed that with the explosion maybe nobody would hear it?
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Post by Shifty on Nov 19, 2013 7:05:50 GMT 9.5
I mean don't get me wrong, if I have to cleave and hit a couple of kids on the way I don't mind, but if we've got an army of brainwashed kiddies I'm out. I guess at the moment the priority is to get the glass as smoothly as possible. That probably means the Tower Girls and The Washside Wringers as a bare minimum. I'm pretty sure some kind of explosion as a distraction is a good idea too. What kind of drop is it from the roof to the mezzanine level of the warehouse? If Morkus can get on the roof he can probably smash a hole in. If we timed that with the explosion maybe nobody would hear it? The Gallowed are the gang that are probably the most likely to have access to explosives, but I guess you could always just buy a fireball scroll from anywhere. Yes, Morkus could almost definitely smash a hole in the thin steel roof, but there's a fair chance that the dog inside would still hear/smell you coming, explosion or not. From the roof to the mezzanine level is 20 feet, the roof to the ground is 30 feet.
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Post by rume2finguz on Nov 19, 2013 9:30:13 GMT 9.5
It seems kind of clear that we'd want to do this at night, while there's fewer guards around. Do we need to keep Barclay and Henric from being detected or spotted? Or maybe that won't matter if we brutally slaughter everyone. If we're going to be smashing holes in from the roof we may as well consider blowing up the wall in the adjoining warehouse and save ourselves the trouble of getting down.
Incidentally, can I use a recently-acquired thieves kit (eat shit Doolun's Lads) to unlock the door near the pier? The crate of glass is huge and that seems like the most logical way to go, if we have the Washside Wringers waiting at the pier. I'm super super annoyed I won't be around for a fortnight. This rules. DnD > tour.
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Post by Shifty on Nov 19, 2013 10:22:24 GMT 9.5
It seems kind of clear that we'd want to do this at night, while there's fewer guards around. Do we need to keep Barclay and Henric from being detected or spotted? Yes, the guards will recognise Henric and Virgil, but that's nothing a pair of balaclavas won't fix, right? Incidentally, can I use a recently-acquired thieves kit (eat shit Doolun's Lads) to unlock the door near the pier? The crate of glass is huge and that seems like the most logical way to go, if we have the Washside Wringers waiting at the pier. The door near the pier is barred from the inside, so I'm afraid the thieves kit will be a lot less help than a battering ram. I'm super super annoyed I won't be around for a fortnight. This rules. DnD > tour. Well, on the bright side, you'll probably only miss one session. There will be no game the following saturday (November the 30th) on account of the fact that I have a somewhat important prior engagement... I will be the best man at my brother's wedding. I probably can't get out of that, huh?
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Post by Shifty on Nov 19, 2013 10:42:33 GMT 9.5
If you do decide to go the loud and violent option, it will certainly be possible (I'll try to make almost anything possible), but I promise you, I will make it very very difficult. There are half a dozen well armed guards, a guard dog, and a master swordsman in this joint, with the possibility of calling in backup from the city's patrolling night watch (those halberds might look dangerous, but the weapons you really gotta worry about is their signal whistles). If you attack head on, I can almost guarantee that at least one of you will die. And if any of you are recognised, you will earn the ire of one of the most powerful organizations in Magnimar. That will change the tone of the game dramatically. You can forget Rise of the Runelords, and say hello to Comeuppance of the Consortium.
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Post by Shifty on Nov 19, 2013 11:00:09 GMT 9.5
Oh, and I think Virgil Barclay asked about that Floating Disk spell last session. Not sure if I answered precisely if it was viable, but it looks like it is. If Virgil casts that it should be able to hold a 300 pound box for three hours in complete silence.
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Post by rume2finguz on Nov 19, 2013 11:21:55 GMT 9.5
The door near the pier is barred from the inside, so I'm afraid the thieves kit will be a lot less help than a battering ram. Well sheeeeeeeeeeeit. So are we looking at getting someone in silently via the roof (using Tower Girls), silencing / killing the guards inside, the dog too if its there, get down somehow (can we buy or use rope ladders or knotted ropes to get down?), open the pier door, get a few larger characters in there without being seen to levitate the glass out, somehow avoid or sufficiently distract the well-armed guards and master swordsman, load the glass onto the boat (using Wringers), and GTFO. Deliver glass to Sandpoint, earn respect of Mercentile, die rich, etc.
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Post by Henric on Nov 19, 2013 18:29:13 GMT 9.5
Let me break this down for yall.
Vae is level 4, which means she can shape shift into an owl (coz thats what she wants to turn into) and fly to the roof. From there she can pretty easily break a window and fly into warehouse and turn back into a half-elf. Once inside, she can cast either Charm Animal (lvl.1), Hide From Animal (lvl.1), Speak with Animal (lvl.1), Animal Trance(lvl. 2), Hold Animal (lvl. 2) to deal with the dog. Hell, she could probably even get the dog on our side if she rolls well. After that, she can unbar the back door from the inside.
Once the back door is open, Virgil can cast Floating Disk on the glassware and move it onto the get away boat Morkus has waiting.
All we really need is a distraction, preferably one that wont call a whole town's worth of guards down on us.
I'm thinking as they have already seen my face, I might not be part of the actual heist and keep playing the misdirection roll. If we do get another gang involved, they should be the ones causing the distraction. Either blowing something up nearby, or setting an opposing building on fire. Whatever does happen, I was thinking Henric could come out of the shadows and approach the master swordsman being all like "see, I told you they were planning something. My reconnaissance has pointed me in the direction of the "CHOSEN GANG" as the culprits. Thankfully I know where their hideout is. Lend me some of your guards and i'll head them off at the pass (roll on bluff/diplomacy)".
This not only takes the heat off us, but pins the whole thing on another party.
The biggest thing we need to work out is what the best diversion is. Preferably something that makes the swordmaster look stupid if the whole town finds out about it (this will make him less likely to blow a whistle), but serious enough that a majority of the guards will be drawn away.
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Post by Henric on Nov 19, 2013 18:35:03 GMT 9.5
oh, I just had another idea...
We bring a whole bunch of scrap wood with us on the boat.
Once the mark is on the boat, Virgil can cast the spell Mend on the wood and make it look like the crates the glass is in. This way, at a first glance it wont even make it look like anything is missing...
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morkus
Goblin Refugee
Posts: 36
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Post by morkus on Nov 19, 2013 18:58:05 GMT 9.5
Holy crap Vae can basically do the whole heist. This is much better than what I had planned. Only alteration I would suggest is maybe having Virgil cast sleep on the guard who patrols the side street as the distraction goes down.
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Post by Shifty on Nov 19, 2013 19:11:38 GMT 9.5
Let me break this down for yall. Vae is level 4, which means she can shape shift into an owl (coz thats what she wants to turn into) and fly to the roof. From there she can pretty easily break a window and fly into warehouse and turn back into a half-elf. Once inside, she can cast either Charm Animal (lvl.1), Hide From Animal (lvl.1), Speak with Animal (lvl.1), Animal Trance(lvl. 2), Hold Animal (lvl. 2) to deal with the dog. Hell, she could probably even get the dog on our side if she rolls well. After that, she can unbar the back door from the inside. Once the back door is open, Virgil can cast Floating Disk on the glassware and move it onto the get away boat Morkus has waiting. All we really need is a distraction, preferably one that wont call a whole town's worth of guards down on us. I'm thinking as they have already seen my face, I might not be part of the actual heist and keep playing the misdirection roll. If we do get another gang involved, they should be the ones causing the distraction. Either blowing something up nearby, or setting an opposing building on fire. Whatever does happen, I was thinking Henric could come out of the shadows and approach the master swordsman being all like "see, I told you they were planning something. My reconnaissance has pointed me in the direction of the "CHOSEN GANG" as the culprits. Thankfully I know where their hideout is. Lend me some of your guards and i'll head them off at the pass (roll on bluff/diplomacy)". This not only takes the heat off us, but pins the whole thing on another party. The biggest thing we need to work out is what the best diversion is. Preferably something that makes the swordmaster look stupid if the whole town finds out about it (this will make him less likely to blow a whistle), but serious enough that a majority of the guards will be drawn away. Holy shit, you guys. This plan is basically flawless. The only scary thing about it is... Well, what if Vae rolls disasterously on the handle animal? She'll be in there alone with a rabid dog, and surrounded by guards. There's no contingency plan there. She is basically fucked. Other than that, yeah, that seems like the perfect crime, doesn't it? "see, I told you they were planning something. My reconnaissance has pointed me in the direction of the "CHOSEN GANG" as the culprits. Thankfully I know where their hideout is. Lend me some of your guards and i'll head them off at the pass (roll on bluff/diplomacy)" I believe it was The Doolun's lads you implicated as the culprits, wasn't it? If I remember correctly, you were told that the remnants of that gang (that is, the few that are left that are not working in your glassworks) are holed up in a pylon of Underbridge, supposedly afflicted with leprosy.
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